
Begin with the Blender interface and modes, then model and texture the main character's body, shoe, and suit, mastering sculpting, materials with color and texture notes, lighting, rigging, and animation.
Learn how to install Blender, navigate its general workspace, save your projects, manage imports and addons, and explore essential tools across modeling, animation, UV editing, texture painting, rendering, and compositing.
Explore Blender interface basics, including object and edit modes, the gizmo and axis colors, 3D cursor placement, shifting to add meshes such as planes and cubes, and viewport view controls.
Master object mode in Blender using the gizmo to move, rotate, and scale along the x, y, and z axes with snapping; switch to edit mode to modify faces.
Master edit mode in Blender to manipulate faces, vertices, and edges; learn to grab, extrude, bevel, loop cut, and merge by distance for clean geometry.
Master sculpt mode in Blender, moving from object and edit modes to sculpting via grab, inflate, and smooth brushes. Use multi-resolution modifiers and mirror symmetry for non-destructive, detailed meshes.
Wrap up this section by using Blender basics—object, edit, and sculpt modes; create a cylinder, extrude, bevel, and render with Eevee.
Section two guides us to model this corn from scratch and texture it, covering UV maps, procedural textures, shading workspace, and lighting setup.
Learn essential mesh editing techniques in Blender, including modeling a gun frame from basic shapes, using edit and mirror modifiers, plane meshes, loop cuts, and applying transformations for clean geometry.
Model the gun frame in Blender using mirror, extrude, and bisect techniques, while navigating edit modes, axis constraints, and the 2D view for accurate detailing.
Add a second level of detail to the gun frame in Blender by using bisect instead of loop cut, bevel edges, and rely on 2d view and wireframe aids.
Continue adding detail to the gun in Blender by bisecting edges, using mirror clipping, extruding faces, beveling edges and vertices, and refining with vertex scaling for a smooth, textured finish.
Enhance a Blender character by detailing edges and faces through vertex and edge modes, using box select, extrude, insert, and bisect to create seamless, clipped, mirrored geometry.
Add detail to a Blender character by inserting faces, bisecting edges, and extruding with loop cuts, box select, and merge by distance for clean topology.
Complete the gun model in Blender using mesh by distance, extrusion, clipping, and merge by distance; add trigger details and inscriptions via bisect.
Texturing the gun in Blender covers color reference, noise, beveling the mesh, UV maps, shading workspace, lighting, and rendering to achieve a metallic material with a realistic finish.
Explore Blender's shading workspace with nodes, using textures, color ramps, and mapping to drive a shader; learn about node wrangler for texture mapping.
Learn to create and assign multiple materials to a mesh in Blender. Adjust color, metallic, and roughness, and use edit mode and slots to apply different materials to selected faces.
Explore uv maps in Blender, using images as textures and unwrapping to a flat layout, then edit in edit mode to map textures onto mesh faces.
Learn to apply UV maps and image textures in Blender, unwrap and map textures, and set up shading and lighting to render your character.
Set up the camera view, position lights, and apply an environment texture to illuminate the scene. Render with cycles, tweak ambient occlusion and shadows, and save your final image.
Advance to section three by adding a mouth, adjusting the legs, and shaping hands to wear a glove, in an easy, engaging Blender character tutorial.
Learn the skin modifier workflow in Blender to sculpt a character, from a vertex and UV sphere to a smooth base with extra mesh and subdivision for the killer character.
Master the blender mirror modifier to achieve accurate symmetry on a hand model, set origin to geometry, align the x axis, and refine mirrored geometry in edit mode.
Refine the body in Blender by sculpting hands and legs in edit mode, using 2d view guides, box selects, and vertex extrusion to shape symmetrical limbs.
Learn to sculpt a character body in Blender using the multi resolution modifier, which smooths the mesh non-destructively, while joining parts, setting origins, and refining in sculpt mode.
Join the meshes, apply a multi-resolution sculpt with mirror symmetry across the X and Z axes to sculpt the eyelids, using the layer brush and shift smoothing.
Master the shrinkwrap modifier to wrap a mesh onto a target, set snap to outside surface, and refine with mirror modifier and face projection snapping to shape a mouth.
Learn to sculpt the mouth in a Blender workflow using a 2d view, vertex and edge edits, shrink wrap, solidify, mirror, and multi-resolution modifiers, then refine in sculpt mode.
Learn to sculpt the hand in Blender by refining the base mesh, adding edges and wrinkles, using insert and crease brushes with symmetry to shape a glove-like hand.
In Blender character megacourse, sculpt the hands and legs with crease, smooth, insert, and elastic deform brushes, refine shapes, and prepare for boot and accessory detailing.
Sculpt the shoes, add shoe details, and make minor hand adjustments, then add the eye and eyeball to render the killer bean character.
Master remesh techniques and use the decimate modifier to fix topology while sculpting and merging hand geometry, then move toward building the base mesh for the shoes.
Use sculpt mode to shape a shoe base mesh with mirror, elastic deform, and grab tools, then refine with skin and subdivision modifiers in edit mode.
Learn to set origin to geometry, apply the multi-resolution modifier for detail, and refine a shoe model using grab, crease, and inset brushes in sculpt mode.
Add boot details in Blender using layer brush, crease brush, pinch brush, grab brush, and smooth brush, then use shrink wrap to add straps and refine the sole markings.
Master detailing a shoe in Blender using the grab brush to shape, apply shrink wrap and pinch to refine, then inflate to add the strap and smooth the surface.
Arrange multiple Blender views to create a custom workspace, then set up side and front views and switch between wireframe, solid, and render preview to enhance editing.
Learn to create a shoe strap in blender, duplicate and align buckles, then apply a shrinkwrap modifier to fit straps to the shoe for a realistic look.
Create a shoe mesh by using shrinkwrap and solidify modifiers, snapping edges and vertices in edit mode while extruding and refining the shape.
Duplicate the strap, apply the subdivision surface modifier for smoothness, add loop cuts, then mirror and refine with sculpt mode and shrink wrap for a seamless boot wrap.
Wrap up the boot sculpting by refining with grab and crease brushes, managing multi-resolution and subdivision modifiers, joining parts, mirroring, and finally placing the eyes.
Add accessories for the gun, belt buckle, and suit lock, while expanding sculpting skills and topology understanding to propel you into the suits section.
Adjust the character by refining the mesh, applying Quadri Flow remesher, and fine-tuning eye placement, mouth shaping, and facial symmetry using sculpt mode, plane planning, and mirror modifiers in Blender.
Scale and shape the mouth in edit mode, then apply modifiers such as shrink wrap, solidify, and subdivision (multi resolution) to create a smooth, wrapped mouth mesh in Blender.
Master Blender character sculpting with inflate and grab brushes, multi resolution modifier, and quad remesher to achieve clean quad topology and separate joined meshes.
Apply the decimate modifier to reduce a quad-based mesh, noting odd subdivisions produce triangles and even preserve quads; separate linked parts and join the body for future shrink wrap detailing.
Learn to use the shrinkwrap modifier to fit a suit to a character in Blender, with nearest-face snapping, face budget settings, and a mirrored, clipped edge for symmetry.
Advance Blender character modeling by applying shrinkwrap with extrusion and edge manipulation, using box select, bisect, and vertex adjustments to refine a seamless mesh.
Adjust suit geometry using proportional editing in Blender, merge by distance, extrude and reshape vertices to wrap clothing around the body.
Apply shrink wrap and solidify modifiers to add thickness to the suit, then model a waistbelt with mirror, offset, and extrusion, snapping it around the body.
Add the crossbelt in blender using shrinkwrap and mirror modifiers. Edit in edit mode, extrude and bend, merge by distance, and refine with proportional editing to pass beneath the hand.
Build clean topology for the belt and gun back by extruding edges, box selecting, and merging vertices. Apply shrinkwrap and mirror modifiers, then adjust with solidify and dissolve edges.
Thicken the belt mesh in Blender by joining edges, merging vertices, dissolving edges, and extruding with axis constraints or the solidify modifier to achieve consistent topology.
Learn to create a belt buckle for a Blender character by adding a multi-resolution subdivision for smoothness, modeling a buckle with bevel, solidify, loop cuts, and mirror to ensure symmetry.
Complete the Blender character suit by building the belt and gun bag, applying transformations, mirror and solidify modifiers, and refining with loop cuts and sculpting for a ready-to-rig model.
Explore gold materials and color textures, learning variations in texturing and how colors differ from the initial gold material, and set up the lighting for compelling renders.
Join the hand to the body and the suit to the crossbred, then parent the suit to the body for animation, while exploring material setup and shading basics.
Learn to create and assign multiple material slots in Blender, adjust base color, roughness, metallic, and specular, and apply colors to selected meshes.
Blender material slots let you assign colors and materials to shoe parts, using edit mode and slot management for precise, shiny finishes.
Learn to complete a blender character texture by adding and assigning gold, black, and eye colors across material slots, then fine-tune shine with roughness, metallic, and emission.
Learn to light a blender character with point, sun, spotlight, and area lights, adjust strength and shadows, and add HDR environment textures for realistic renders.
Learn to light and frame a Blender character by setting spotlights, adjusting wattage and angles for dramatic shadows, duplicating lights, and locking the camera view to frame the scene.
Lock and maneuver the camera, switch between square and landscape views, set the render resolution to 1920x1080, and tune lighting to reveal shadows during rendering.
In Blender, add a cylinder stand, center and extrude it, then compare Eevee and Cycles, adjust lighting and ambient occlusion, render, and save.
Rig and animate your character in this section by creating a walk cycle from a rigged model, adding weights, posing, and bringing the killer character to life.
Optimize blender character meshes for animation by reducing faces and applying modifiers, add and position the gun, and refine lighting and color, including red saturation and highlights.
Learn how to reduce mesh count in Blender using the decimate modifier, separate and optimize body parts, then join into a single riggable mesh for smooth animation.
Edit and arrange bones in edit mode, mastering joining, disconnecting, and parenting with keep offset; then mirror and name bones for left-right symmetry using dot l and dot r.
Name and organize armature bones, then set up forward and inverse kinematics for a leg in Blender by extruding, parenting, and configuring a two-bone IK chain.
learn how to symmetrize bones in an armature, apply automatic weights when parenting, and create and manage vertex groups through weight painting to control mesh deformations.
Learn weight painting and vertex groups in Blender by building an armature, applying automatic weights, and refining vertex weights in weight paint mode for proper rigging.
Edit vertex groups in edit mode to refine weight painting, assign vertices to bones, and perfect the mesh using selection tools, weight painting, and box select.
Learn to edit vertex groups in Blender by selecting, subtracting, and extending selections with box select and lasso, then assign vertices to bones like hand, arm, spine, and mouth.
Assign vertex groups to the spine, shoulders, eyes, mouth, and head bones, refine selections with box and extra view, and balance weights through weight painting to ensure proper deformation.
Learn to animate a Blender walk cycle using pose mode, bone transforms, and keyframes guided by a 24-frame reference across multiple views and the dope sheet timeline.
Create a basic walk cycle by posing and keyframing a Blender character, flipping and copying frames between 12 and 24, and refining spine and leg bends with location and rotation.
Learn to create a smooth walk cycle in Blender by building and mirroring keyframes, refine posing, and render a polished animation with proper output settings.
This new Blender 3.4 character creator course contains all need to know about character Modelling and Sculpting. Even as a newbie to Blender, it explains all the basics, covering everything from Modelling to Sculpting and Animation from scratch.
Create Epic Characters
Character Sculpting both stylised and referenced has gained popularity due to the high demand for computer-generated images ( CGI ) for gaming, Animation and Resources. Whether you're starting out or intermediate this course is curated for you
Animate like a Pro
Animation is a very big industry ranging from soft body animation ( Computer generated realistic Human characters, cartoons and stylised characters) to Hardbody ( Mechanical models and Characters ). Blender is the perfect software for animation, and you'll be learning the fundamentals, from rigging the Bean character to creating the walk cycle animation to making your character walk, you don't need any prior knowledge of animation, you'll be learning everything from scratch.
Learn Everything From A to Z
There are many online resources to learn about character creation and animation. While most of them tell you what to do without telling you Why, this Course explains everything from A - Z leaving no topic about character creation and animation untouched.
Step-by-step guidance
Never used Blender before? Need not worry, this course gives a step-by-step guide to help you learn the basics so you follow through and enjoy the course as well, learning has never been this fun.
With over 17+ hours of video content, this course improves your professional knowledge to kickstart as a 3D Artist and Animator. Featuring the latest Blender 3.4 which is up to date and you'll get feature updates as well.
What will you learn in this course?
Blender basics including; how to download the latest version of Blender, the Blender interface explained, the fast approach to Modelling and Sculpting, Blender communities
Modelling the Bean gun
UV mapping, colour and texture nodes for creating any material
Sculpting the Bean
Using lights to make characters pop
Rigging and animating the walk cycle
You'll get the models to practice with alongside sites for resources.
Section overview
Section 1: Course Introduction
A brief introduction about what you'll learn along the whole section, with a guide on how to download the latest blender and more on speed, blender interface and modes.
Section 2: Modelling The Bean Gun
This section introduces you to Modelling while explaining the various Modelling tools as we model and texture the gun from start to finish using just a cube.
Section 3: Sculpting The Killer Bean Character
In this section we dive into Sculpting, here you learn the various Sculpting tools and how to use them and the best ones to speed up your workflow, You sculpt the killer bean character from start to finish using the skin modifier, the shrink wrap modifier and the multi-resolution modifier alongside the Sculpting brushes.
Section 4: Sculpting the shoe
Sculpting the shoe involves Sculpting more curved angles, we will use the same Sculpting tools, techniques and modifiers, and you'll learn more about the mirror modifier as well.
Section 5: Editing the suit
In this section you'll learn more about the shrinkwrap modifier for snapping faces of different meshes together with another means, we will create and edit the suit of the Bean from start to finish with a single plane.
Section 6: Working With materials, Colours and Texture nodes, lights
Here we learn about the principal Shaders which is the most used shader to create any material of choice, the colour nodes, and how to combine colour nodes with texture nodes to create any material of choice, we'll add colours and textures to our character in this section. You'll also learn the four types of lights in Blender and how to use them, the best light setup for your character and the Eevee and Cycles render engines in Blender.
Section 7: Rigging and Animation
In this section you'll learn about armatures ( bones ) for rigging characters, and weight painting for assigning body weights ( volume ) to bones. You'll learn about poses and the pose mode, keyframes, vertex groups, and the timeline and at the end of this section you'll be able to rig and animate a walk cycle for your character.
About me
Am promise sebastine, a 3D Artist, interested in cinematography, gaming and tech. Founder of promovies and Prostudios. I love playing chess, enjoy art alot. I Love Blender because of so much I can do with it. I love people and always wanna be part of their success.